Files @ r24498:e9114d9ab04a
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Location: cpp/openttd-patchpack/source/src/script/script_config.cpp

Patric Stout
Fix #6468: don't store version of AIs-started-via-console in name

You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file script_config.cpp Implementation of ScriptConfig. */

#include "../stdafx.h"
#include "../settings_type.h"
#include "../core/random_func.hpp"
#include "script_info.hpp"
#include "../textfile_gui.h"
#include "../string_func.h"

#include "../safeguards.h"

void ScriptConfig::Change(const char *name, int version, bool force_exact_match, bool is_random)
{
	free(this->name);
	this->name = (name == nullptr) ? nullptr : stredup(name);
	this->info = (name == nullptr) ? nullptr : this->FindInfo(this->name, version, force_exact_match);
	this->version = (info == nullptr) ? -1 : info->GetVersion();
	this->is_random = is_random;
	if (this->config_list != nullptr) delete this->config_list;
	this->config_list = (info == nullptr) ? nullptr : new ScriptConfigItemList();
	if (this->config_list != nullptr) this->PushExtraConfigList();

	this->ClearConfigList();

	if (_game_mode == GM_NORMAL && this->info != nullptr) {
		/* If we're in an existing game and the Script is changed, set all settings
		 *  for the Script that have the random flag to a random value. */
		for (ScriptConfigItemList::const_iterator it = this->info->GetConfigList()->begin(); it != this->info->GetConfigList()->end(); it++) {
			if ((*it).flags & SCRIPTCONFIG_RANDOM) {
				this->SetSetting((*it).name, InteractiveRandomRange((*it).max_value + 1 - (*it).min_value) + (*it).min_value);
			}
		}
		this->AddRandomDeviation();
	}
}

ScriptConfig::ScriptConfig(const ScriptConfig *config)
{
	this->name = (config->name == nullptr) ? nullptr : stredup(config->name);
	this->info = config->info;
	this->version = config->version;
	this->config_list = nullptr;
	this->is_random = config->is_random;

	for (SettingValueList::const_iterator it = config->settings.begin(); it != config->settings.end(); it++) {
		this->settings[stredup((*it).first)] = (*it).second;
	}
	this->AddRandomDeviation();
}

ScriptConfig::~ScriptConfig()
{
	free(this->name);
	this->ResetSettings();
	if (this->config_list != nullptr) delete this->config_list;
}

ScriptInfo *ScriptConfig::GetInfo() const
{
	return this->info;
}

const ScriptConfigItemList *ScriptConfig::GetConfigList()
{
	if (this->info != nullptr) return this->info->GetConfigList();
	if (this->config_list == nullptr) {
		this->config_list = new ScriptConfigItemList();
		this->PushExtraConfigList();
	}
	return this->config_list;
}

void ScriptConfig::ClearConfigList()
{
	for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
		free((*it).first);
	}
	this->settings.clear();
}

void ScriptConfig::AnchorUnchangeableSettings()
{
	for (ScriptConfigItemList::const_iterator it = this->GetConfigList()->begin(); it != this->GetConfigList()->end(); it++) {
		if (((*it).flags & SCRIPTCONFIG_INGAME) == 0) {
			this->SetSetting((*it).name, this->GetSetting((*it).name));
		}
	}
}

int ScriptConfig::GetSetting(const char *name) const
{
	SettingValueList::const_iterator it = this->settings.find(name);
	if (it == this->settings.end()) return this->info->GetSettingDefaultValue(name);
	return (*it).second;
}

void ScriptConfig::SetSetting(const char *name, int value)
{
	/* You can only set Script specific settings if an Script is selected. */
	if (this->info == nullptr) return;

	const ScriptConfigItem *config_item = this->info->GetConfigItem(name);
	if (config_item == nullptr) return;

	value = Clamp(value, config_item->min_value, config_item->max_value);

	SettingValueList::iterator it = this->settings.find(name);
	if (it != this->settings.end()) {
		(*it).second = value;
	} else {
		this->settings[stredup(name)] = value;
	}
}

void ScriptConfig::ResetSettings()
{
	for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
		free((*it).first);
	}
	this->settings.clear();
}

void ScriptConfig::AddRandomDeviation()
{
	for (ScriptConfigItemList::const_iterator it = this->GetConfigList()->begin(); it != this->GetConfigList()->end(); it++) {
		if ((*it).random_deviation != 0) {
			this->SetSetting((*it).name, InteractiveRandomRange((*it).random_deviation * 2 + 1) - (*it).random_deviation + this->GetSetting((*it).name));
		}
	}
}

bool ScriptConfig::HasScript() const
{
	return this->info != nullptr;
}

bool ScriptConfig::IsRandom() const
{
	return this->is_random;
}

const char *ScriptConfig::GetName() const
{
	return this->name;
}

int ScriptConfig::GetVersion() const
{
	return this->version;
}

void ScriptConfig::StringToSettings(const char *value)
{
	char *value_copy = stredup(value);
	char *s = value_copy;

	while (s != nullptr) {
		/* Analyze the string ('name=value,name=value\0') */
		char *item_name = s;
		s = strchr(s, '=');
		if (s == nullptr) break;
		if (*s == '\0') break;
		*s = '\0';
		s++;

		char *item_value = s;
		s = strchr(s, ',');
		if (s != nullptr) {
			*s = '\0';
			s++;
		}

		this->SetSetting(item_name, atoi(item_value));
	}
	free(value_copy);
}

void ScriptConfig::SettingsToString(char *string, const char *last) const
{
	char *s = string;
	*s = '\0';
	for (SettingValueList::const_iterator it = this->settings.begin(); it != this->settings.end(); it++) {
		char no[10];
		seprintf(no, lastof(no), "%d", (*it).second);

		/* Check if the string would fit in the destination */
		size_t needed_size = strlen((*it).first) + 1 + strlen(no);
		/* If it doesn't fit, skip the next settings */
		if (string + needed_size > last) break;

		s = strecat(s, (*it).first, last);
		s = strecat(s, "=", last);
		s = strecat(s, no, last);
		s = strecat(s, ",", last);
	}

	/* Remove the last ',', but only if at least one setting was saved. */
	if (s != string) s[-1] = '\0';
}

const char *ScriptConfig::GetTextfile(TextfileType type, CompanyID slot) const
{
	if (slot == INVALID_COMPANY || this->GetInfo() == nullptr) return nullptr;

	return ::GetTextfile(type, (slot == OWNER_DEITY) ? GAME_DIR : AI_DIR, this->GetInfo()->GetMainScript());
}